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	<title>Comments on: How To Fix The DirectX Rasterisation Rules</title>
	<atom:link href="http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/</link>
	<description>It works on my machine.</description>
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		<title>By: Rasmus</title>
		<link>http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/comment-page-1/#comment-2798</link>
		<dc:creator>Rasmus</dc:creator>
		<pubDate>Mon, 27 Jul 2009 21:21:49 +0000</pubDate>
		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=117#comment-2798</guid>
		<description>Oh, I see. Thanks!</description>
		<content:encoded><![CDATA[<p>Oh, I see. Thanks!</p>
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		<title>By: Simon Brown</title>
		<link>http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/comment-page-1/#comment-2796</link>
		<dc:creator>Simon Brown</dc:creator>
		<pubDate>Mon, 27 Jul 2009 19:23:19 +0000</pubDate>
		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=117#comment-2796</guid>
		<description>The shader code corrects for this in post-projective space, where x and y are in the range [-1, 1].  So an offset of 1/width and 1/height do actually correct by half a pixel.

It&#039;s worth noticing that this was fixed in DirectX 10 by the way.  I can&#039;t find anything on the change in MSDN, but this AMD article mentions it: http://developer.amd.com/documentation/articles/Pages/7112007172.aspx</description>
		<content:encoded><![CDATA[<p>The shader code corrects for this in post-projective space, where x and y are in the range [-1, 1].  So an offset of 1/width and 1/height do actually correct by half a pixel.</p>
<p>It&#8217;s worth noticing that this was fixed in DirectX 10 by the way.  I can&#8217;t find anything on the change in MSDN, but this AMD article mentions it: <a href="http://developer.amd.com/documentation/articles/Pages/7112007172.aspx" rel="nofollow">http://developer.amd.com/documentation/articles/Pages/7112007172.aspx</a></p>
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		<title>By: Rasmus</title>
		<link>http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/comment-page-1/#comment-2788</link>
		<dc:creator>Rasmus</dc:creator>
		<pubDate>Mon, 27 Jul 2009 09:57:21 +0000</pubDate>
		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=117#comment-2788</guid>
		<description>Hi,

Thanks for this article. I am however a bit confused about one point. In your drawing and the text you indicate that the quad is off by half a pixel. But your shader code corrects the position by a whole pixel. Which one is it? Or am I overlooking something?</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>Thanks for this article. I am however a bit confused about one point. In your drawing and the text you indicate that the quad is off by half a pixel. But your shader code corrects the position by a whole pixel. Which one is it? Or am I overlooking something?</p>
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	<item>
		<title>By: Post Processing/Fullscreen Texture Sampling &#124; The Instruction Limit</title>
		<link>http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/comment-page-1/#comment-2345</link>
		<dc:creator>Post Processing/Fullscreen Texture Sampling &#124; The Instruction Limit</dc:creator>
		<pubDate>Fri, 12 Jun 2009 01:35:57 +0000</pubDate>
		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=117#comment-2345</guid>
		<description>[...] demo adresses the simple cases. I very recently found a more proper way to address this problem in a 2003 post from Simon Brown. I tested it and it works, but I don&#8217;t feel like updating the demo. [...]</description>
		<content:encoded><![CDATA[<p>[...] demo adresses the simple cases. I very recently found a more proper way to address this problem in a 2003 post from Simon Brown. I tested it and it works, but I don&#8217;t feel like updating the demo. [...]</p>
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